Hey, I just checked your team and I'm seeing a few problems with it. As GiratinaDentist told you already, a good H-stack team requires Gholdengo in it as the main mean to prevent your opponent from getting rid of your Hazards. Second, your team is pretty weak to both Fairy and Fighting, which basically translates into you being extremely vulnerable to Iron Valiant. You're also really vulnerable to Ogerpon-Wellspring, which has the potential to 6-0 you after a single Swords Dance. Another thing to take into consideration is that Samurott-H isn't exactly the best pick as an Hazard setter for a Balance team, since it is better suited for Offense (HO in particular). With all of these things in mind, this is how I would instead approach your strategy:
Big changes
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As I said, Samurott-H isn't really suited for Bulky Balance teams like yours, since it lacks the longevity to reliably set up Spikes for the entirety of the game, considering that a less offensive team would allow something like Great Tusk to try to get rid of your Hazards more frequently. Ting-Lu, on the other hand, can set up both Rocks and Spikes more effectively, without needing to worry about incoming attacks as much. It also functions as a great Special Wall that can chip the opponent's team thanks to EQ and Ruination, further pressuring it alongisde your Hazards.
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ghost
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Stealth Rock
- Spikes
- Earthquake
- Ruination
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Garganacl can function as a good defensive wall that can also pressure your opponent with Salt Cure. Despite this, while testing your team I found the need to have a solid Physical utility mon that could pivot in and out your foe's offensive threats, and also something to mitigate your team's Water weakness. Since the need for a Stealth Rock setter was already satisfied by Ting-Lu's presence, I opted for Alomomola. Mola is a great check for the many Physical theats in the tier, and it can also offer support to the team with Wish+Flip Turn, to heal your mons and itself in the process thanks to Regenerator. With Tera Flying and Acrobatics, it can also potentially threaten Ogerpon, despite not being the ideal 1v1. HDB is overall a really useful item that allows you to freely switch into the field while ignoring your opponent's Hazards.
Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Flying
EVs: 4 Atk / 252 Def / 252 SpD
Relaxed Nature
- Wish
- Scald
- Acrobatics
- Flip Turn
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A good H-stack team really needs the presence of Gholdengo to block any Defog or Spin attempt that could potentially turn the tides of the game against you. While Kingambit is a huge offensive threat, so can be Gholdengo with Nasty Plot to set up and Recover to restore its health throughout the game, further improving its utility as a Spin/Defog-blocker. With Tera Flying it can also pick unexpected KOs against Tusk attempting to kill it, while Covert Cloak is particularly useful against opposing Garganacl, since your team lacks the means to break throught it and it could potentially get heavily damaged by Salt Cure.
Gholdengo @ Covert Cloak
Ability: Good as Gold
Tera Type: Flying
EVs: 240 HP / 68 SpA / 172 SpD / 28 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Recover
I've opted for a more Specially Defensive set for Dengo to better deal with Iron Valiant, which as I said poses a huge threat to your team. Even if Valiant turns out to be SD+Knock Off, you can easily deal with it thanks to your Alomomola and Unaware Clef. Regarding the EVs, 28 Speed EVs allow you to outspeed slow Defensive Tusk sets, and I also gave it enough Special Attack EVs to threaten the OHKO against opposing Dengos after Rocks damage, as well as other mons, while being Bulky enough to sustain most supereffective hits once.
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Small changes
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Fairy
EVs: 248 HP / 108 Def / 152 Spe
Timid Nature
- Discharge
- Hurricane
- Roost
- U-turn
Tailwind on Zapdos is completely useless as a tech, in particular for your very Balance/Fat oriented team. You lack any offensive threat that can deal enough damage to justify dedicating a whole slot for Speed control, with a particularly bad move as well. Roost, on the other hand, is extremely important to make sure that your Zapdos sticks around long enough to check your opponent Physical threats with its good dual typing and Static. For this very reason, I've also opted for a more Physically Defensive Zapdos, rather than a Special one, as it can deal against Physical Valiant, Tusk, Ogerpon, Cinderace, Rillaboom and Samurott-H much more effectively. 152 Speed EVs also allow you to outspeed fast Tusk sets, potentially threatening them with a Hurricane OHKO. Tera Steel is not a bad defensive Tera, but I generally consider Tera Fairy to be more consistent as it can better deal with Dragon-types and Kingambit's Sucker Punch.
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Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Dragon
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Headlong Rush
- Knock Off
- Rapid Spin
As I said multiple times, your team is very weak to Waterpon. Tera Dragon allows Great Tusk to not only check Ogerpon, but also use it as an opportunity to set up with Bulk Up and Rapid Spin, potentially allowing you to sweep (or at least deal plenty of damage to your opponent's team). I replaced CC with Knock Off as the latter provides incredibly good utility to H-stack strategies by getting rid of your opponent's Heavy-Duty-Boots, making their mons vulnerable to your Hazards. It also allows Tusk to deal with Air Balloon Dengo sets, which would otherwise completely wall you. I've opted to go max Atk and Max Speed instead of Max HP, because your team already lacks any offensive pressure in the first place, and this Tusk set can at least threaten your foe's mons much more and even break through their Walls to an extent.
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Clefable @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Steel
EVs: 248 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Knock Off
- Moonlight
Unaware Clef with HDB allows you to check opposing Set Up Sweepers with your own set up move in Calm Mind, and with Knock Off it can provide your team with that valuable utility to get rid of your enemy's Heavy-Duty-Boots. Instead of running offensive EVs, you're much better off running the standard Defensive set with max Def EVs, since it is better suited for this kind of team and it's also overall more consistent. Tera Fire is pretty useless on Clef, and I'd much rather run Tera Steel to become immune to potential Toxic attempts from your opponent, while also gaining a resistance to Steel moves.
And this is pretty much it. I find this team much more consistent than your original one, and after testing it on the ladder it performed pretty well.
Here's the link to the PokePaste:
https://pokepast.es/729025ee5bf91cd5